Base Class: Artificer
Pistols or blades, no matter to me. Load up the hull buster!
Tool Proficiency
3rd-level Buccaneer feature
You gain proficiency with carpenter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Buccaneer Spells
3rd-level Buccaneer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Buccaneer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Buccaneer Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Explosive Keg
3rd-level Buccaneer feature
A powder keg can be dangerous, and you are an expert making sure they are on the better spot before they blow. As a bonus action, you can place an explosive keg on a unnocupied space within 60 ft.. The explosive keg is a small objetct that has 10 hp and 12 AC and is immune to poison damage and psychic damage. If the explosive keg must make a saving throw, treat all its ability scores as 10. If you place an explosive keg within 5 ft. of a creature, the creature can use its reaction to make a melee weapon attack against the keg, potentially destroying it.
As an action, you can activate a keg. You must make a weapon attack against the keg to activate it. If the attack hits, the keg activates, causing 1d6 bludgeoning damage to any creature of your choose within 10 ft. of it and activating any keg within the same range. A creature can take damage only once if subsequent kegs activate.
Artillery Piece
5th-level Buccaneer feature
You can improvise a piece of artillery on the battlefield to aid and cover your allies and yourself. Using your carpenter's tools or your smith's tools, you can take an action to magically create a large Artillery Piece in an unoccupied space on a horizontal surface within 5 feet of you.
Once you create an artillery piece, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one artillery piece at a time and can’t create one while your artillery piece is present.
The Artillery Piece is a magical object that has an AC of 18 and a number of hit points equal to ten times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10. If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the artillery piece and on subsequent turns when the Load action is ordered, you must choose one type of load for the artillery piece, choosing from the options on the Artillery Load table. Whenever you create the Artillery piece and again on each of your subsequent turns, as an action, you can cause the artillery piece to Discharge on a point you can see within 300 ft. of the artillery piece if it's loaded, or order it to Load. Discharge creates the load effect as shown on the Artillery Load table.
Artillery Load
| Load | Discharge Effect |
|---|---|
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Hullbreaker |
A devastating cannonball hits the choosen point. Each creature within 15 ft. must make a Dexterity saving throw against your spell DC. On a failed save, the creature takes 3d6 bludgeoning damage. On a successful save, the creature takes half the damage. Objects that aren't being worn or carried take twice the damage. |
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Moralraiser |
Choose a number of creatures withing 20 ft. of the choosen point up to your Intelligence modifier. Each creature of your choice receives 1d6 + your Intelligence modifier as temporary hit points. In addition, the next attack roll made for the choosen creatures has advantage. |
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Raindoom |
A rain of pellets hits the choosen point. Each creature within 20 ft. of your choice must make a Dexterity saving throw against your spell DC. On a failed save, the creature takes 1d6 bludgeoning damage and has disadventage on its next attack roll. |
More Powder
9th-level Buccaneer feature
More load not always create better explosions, but you have managed to improve those of your kegs and artillery pieces.
The damage from your explosive kegs and artillery piece's loads increases in 1d6. The temporary hit points granted by Moralraiser also increases in 1d6.
Death's Daughter
15th-level Buccaneer feature
You main cannon is at the ready, laying in wait to break whatever is on your path. Choose a point within 300 ft. of your Artillery Piece that you can see. A deadly cannonball hits the choosen point, creating a deadly explosion. Each creature within 15 ft. of the point of impact must make a Dexterity saving throw against your spell DC. On a failed save, the creature takes 1d8 bludgeoning damage + 1d8 fire damage. On a successful one, the creature takes half the damage. When you take that action, you can spend an spell slot of 1st level or higher, increasing 1d8 the damage of the bludgeoning and fire damage for each level of spell slot. Objects that aren't worn or carried take twice the damage.
Once you have use this feature, you can't use it again until you create a new Artillery Piece
Previous Versions
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2/27/2023 11:55:12 PM
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12
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1
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Coming Soon
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